Physics objects passing thru other imposters- cannonjs

OK one small followup question, or for @trevordev . Posting here since it involves the same scene.

Does PointerDragBehavior not work when physics is enabled? It seems that way based on this thread, and the fact that it didn’t work in my scene:

httenabling-physics-seems-to-disable-all-of-my-actionmanager-events/

https://playground.babylonjs.com/#RYXIT#33

MY scene currently has scene.pick observables implementing the drag behavior, because I wrote this ages ago and thats what was available (and apparently that works out better anyway). After reading through the docs I thought I would test out PointerDragBehavior- commented out lines 254-258. I’ll keep all the scene.pick listeners if thats the case, I just liked how much simpler the drag behavior code looked. Thought I would check if i was just missing something, or if there is something else more up to date (that works with physics).

Disabling/enabling physics within listener callbacks probably not a great idea, not sure how that would affect the scene. no need to reinvent the wheel.